The Game of Creative Mathematics! Michele Krisher, Supervisor Trumbull County ESC

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1 The Game of Creative Mathematics! Michele Krisher, Supervisor Trumbull County ESC

2 OVERVIEW Game format designed to allow students to use math skills and game strategies for successful play. Increases student awareness of the power of mathematical equations. Heightens student interest in mathematical operations and equation formation. Allows for creative manipulation of mathematical operations and equation formation.

3 Goal of the Game To earn points either by: 1. correctly challenging other players, or 2. being incorrectly challenged by another player.

4 Game Requirements Playing Mat Resource Cubes Timing Device Paper Pencils Score Sheet

5 RESOURCES 24 Cubes 6 of each color; black, red, blue, & green Numerals & operations on the face of the cubes create the RESOURCES. The resources change each time the cubes are rolled. There are no symbols of grouping on the cubes.

6 Operation Signs Addition is indicated by use of the +. Subtraction is indicated by use of the. Multiplication is indicated by use of the x. Division is indicated by use of the Exponents are indicated by the use of *. Root is indicated by the use of the radical sign. There are no grouping of symbols such as parentheses or brackets; however, when writing solutions, they must be used when necessary.

7 Playing Mat Contains 3 major sections: Forbidden indicates that this cube can no longer be used in forming the equation Permitted indicates that this cube may be used in forming the equation Required indicates that this cube must be used in forming the equation Solution line cubes should never be moved to this section during play Goal line cubes are placed here by the goal setter

8 Playing EQUATIONS 3 or 4 people may play together. Each new roll is called a SHAKE. In tournament play, a MATCH may be comprised by a few or many shakes. A match is generally determined by the length of time EQUATIONS is played. To begin, each player rolls a red cube. Operation signs are valued less than zero. If all players roll operation signs, each player must re-roll a red cube. The player with the highest numeral on the red cube, becomes the first GOAL SETTER.

9 A player by any other name 1. Goal Setter - the person who sets the goal for the shake. The person to the left of a current goal setter becomes the next goal setter. 2. Mover the person whose turn it is to make a move in the shake. 3. Player the person who is waiting for his/her turn to move. In a 4-player match, there would be two players.

10 Basic Rules EQUATIONS GOAL Rule MOVE Rule SOLUTION Rule CHALLENGE Rule CORRECTNESS Rule SCORING Rule LAST CUBE Rule FORCE OUT Rule

11 3 0 Goal Rule 5 + The goal setter rolls the cubes for the shake. Goal setter has up to 2 minutes to set the goal. The goal may contain as few as 1 or as many as 5 cubes. The goal may contain one- or two-digit numerals. The goal must form a legal expression: For example: 5 or 1x5+0 or The goal is set when the goal setter states, Goal.

12 Move Rule The person to the left of the goal setter becomes the first mover. Once the goal has been set, the mover may either place a cube on the playing mat or call a challenge. The first mover has up to 2 minutes to make the first move of the shake. After the first move of the shake, each mover has up to 1 minute to make a move.

13 Solution Rule It must contain all cubes in required, may contain cubes in permitted and none of the cubes in forbidden. May not contain two-digit numerals. It must be written on paper. Must contain at least two cubes. Must use parentheses and/or brackets to show the order of operations! {5X [3X ( 1+2 ) ] } + 1 = 46

14 Challenge Rule There are two kinds of challenges: 1. NOW Challenge using no more than 1 additional cube from the resources, all the cubes in required, perhaps some cubes in permitted and no cubes from forbidden-a player can create a solutions that satisfies the goal; or 2. NEVER Challenge given the resources in play, it is not possible to create a solution that satisfies the goal.

15 Challenge Rule Continued A player may make a challenge out-of-turn by picking up the challenge block. Within 15 seconds, he/she must state which type of challenge is being made. A player challenges the last mover. A player cannot challenge himself/herself. The third or fourth parties must either agree with the challenger s choice, or side with the person who has been challenged the most recent mover. These players must write their solutions independently. ALL SOLUTIONS MUST BE WRITTEN ON PAPER!

16 Correctness Rule A player is correct if his/her solution satisfies the goal under the conditions of the stated challenge. A player is correct if his/her move is being challenged and the player who called the challenge is unable to write a correct solution. Solutions must be written on paper & form a legal mathematical expression. Players must agree to the correctness of the solution and indicate their acceptance by initializing the score sheet at the end of the match.

17 Scoring Rule If you are correct, you get 10 points; unless you agree with the Challenger-then you only get 8 points for being correct. You get 6 points if you are incorrect.

18 Last Cube Rule 5 If there is only 1 cube left in the resources, the only challenge that can be made is a NEVER. If a NEVER challenge is not called, the mover must place the cube on to the mat. All players must now write a solution. Each player with a correct solution receives 8 points; incorrect solutions are worth 6 points.

19 Force Out Rule When there are two or more cubes left in the resources, a mover may call, force out. This indicates that the mover feels that no matter where he/she places a cube, a challenge will be called on him/her. If the force out situation is valid (no move could be made) each player who can write a correct solution receives 8 points; incorrect solutions receive 6 points. If play should have continued, the mover calling the force out receives 0 points, others score 6 points.

20 Ambiguous Goals Tips & Tricks A goal setter must physically separate the cubes when there is more than 1 operation sign in the goal to indicate proper interpretation. Examples: 2x3 +1 = 7 2x 3+1 = 8 or 2x3+1 = 7 or 8!!

21 Tip & Tricks Continued Once a cube touches the mat, it cannot be moved until the end of the shake. The goal setter may reorganize cubes for the goal once they are placed on the mat, but they cannot be removed from the mat. A 2 cube is not necessary in front of the radical sign to indicate the square root; however, any other indexes must be indicated by a numeral in front of the radical sign. Solutions must use parentheses/brackets if the solution would otherwise be ambiguous.

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